Files
SANCTUM/ADAM/adam.js

322 lines
11 KiB
JavaScript

// .env Variables
require('dotenv').config({path: '../.env'});
// Node Modules
let Discord = require('discord.js');
let client = new Discord.Client();
let cron = require('node-cron');
// Bot Modules
let npcSettings = require('./npcSettings');
let shared = require("../shared/shared");
let dataRequest = require('../modules/dataRequest');
let calcRandom = require('../modules/calcRandom');
//dialog system
let dialog = shared.GenerateDialogFunction(require("./dialog.json"));
//dialog decorator
dialog = function(baseDialog) {
return function(key, ...data) {
if ( (key === "help" || key === "lore") && typeof(data[0]) !== "undefined") {
//force the arg into camelCase
arg = data[0].toLowerCase();
arg = arg.charAt(0).toUpperCase() + arg.substr(1);
key += arg;
}
let result = baseDialog(key, ...data);
if (result === "") {
return "No result for \"" + key + "\"";
}
return result;
}
}(dialog);
//handle errors
client.on('error', console.error);
// The ready event is vital, it means that your bot will only start reacting to information from Discord _after_ ready is emitted
client.on('ready', async () => {
// Generates invite link
try {
let link = await client.generateInvite(["ADMINISTRATOR"]);
console.log("Invite Link: " + link);
} catch(e) {
console.log(e.stack);
}
// You can set status to 'online', 'invisible', 'away', or 'dnd' (do not disturb)
client.user.setStatus('online');
// Sets your "Playing"
if (npcSettings.activity) {
client.user.setActivity(npcSettings.activity, { type: npcSettings.type })
//DEBUGGING
.then(presence => console.log("Activity set to " + (presence.game ? presence.game.name : 'none')) )
.catch(console.error);
}
console.log("Logged in as: " + client.user.username + " - " + client.user.id);
//ADAM updates stamina (1) and health by 1% every 2 min.
cron.schedule('*/2 * * * *', () => {
console.log('Updating STAMINA every 2 min.');
dataRequest.sendServerData("updateStamina");
});
//ADAM prints the intros in the gate
shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("intro"));
shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introObsidian", process.env.GROUP_A_ROLE));
shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introGenesis", process.env.GROUP_B_ROLE));
shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introHand", process.env.GROUP_C_ROLE));
shared.SendPublicMessage(client, client.channels.get(process.env.GATE_CHANNEL_ID), dialog("introEnd"));
});
// Create an event listener for messages
client.on('message', async message => {
// Ignores ALL bot messages
if (message.author.bot) {
return;
}
//skip the statis channel
if (message.channel.id === process.env.STASIS_CHANNEL_ID) {
return;
}
//ADAM only - handle the gate
if (processGateCommands(message)) {
return;
}
// Has to be (prefix)command
if (message.content.indexOf(process.env.PREFIX) !== 0) {
return;
}
if (processBasicCommands(message)) {
return;
}
//check if can continue (used primarily by the faction leaders)
if (shared.CheckValidDisplay(client, message.member, message.channel)) {
return;
}
//TODO: remove this from ADAM
if (processGameplayCommands(message)) {
return;
}
});
//Log our bot in
client.login(npcSettings.token);
function processGateCommands(message) {
// If it's not the gate
if (message.channel.id !== process.env.GATE_CHANNEL_ID) {
return false; //not processed
}
//TODO: parse function for commands to hide these ugly lines
let args = message.content.slice(process.env.PREFIX.length).trim().split(/ +/g);
let command = args.shift().toLowerCase();
//WARNING: string constants used here
//if they haven't chosen a faction
if (!(command === "obsidian" || command === "genesis" || command === "hand")) {
message.reply("Please choose one of the factions by typing your desired faction shown above (!genesis, !obsidian, or !hand).")
.then(msg => msg.delete(10000)) //remove the error message
.catch(console.error);
}
message.delete(100); //remove the user's input to keep the gate clean
return false; //TODO: set to true once the faction change commands have been assigned to other bots
}
function processBasicCommands(message) {
// "This is the best way to define args. Trust me."
// - Some tutorial dude on the internet
let args = message.content.slice(process.env.PREFIX.length).trim().split(/ +/g);
let command = args.shift().toLowerCase();
switch (command) {
case "ping":
if (shared.IsAdmin(client, message.author)) {
shared.SendPublicMessage(client, message.author, message.channel, "PONG!");
}
return true;
case "obsidian": //TODO: move this to the other bots
return processFactionChangeAttempt(client, message, process.env.GROUP_A_ROLE, "Obsidian");
case "genesis": //TODO: move this to the other bots
return processFactionChangeAttempt(client, message, process.env.GROUP_B_ROLE, "Genesis");
case "hand": //TODO: move this to the other bots
return processFactionChangeAttempt(client, message, process.env.GROUP_C_ROLE, "Hand");
case "help":
case "lore":
shared.SendPublicMessage(client, message.author, message.channel, dialog(command, args[0]));
return true;
case "xp":
shared.AddXP(client, message.author, args[0]);
return true;
}
return false;
}
function processGameplayCommands(message) {
// "This is the best way to define args. Trust me."
// - Some tutorial dude on the internet
let args = message.content.slice(process.env.PREFIX.length).trim().split(/ +/g);
let command = args.shift().toLowerCase();
switch (command) {
case "checkin":
let checkinAmount = calcRandom.random(4, 9);
let checkInResponse = String(dataRequest.sendServerData("checkin", checkinAmount, message.author.id));
if (checkInResponse === "available") {
shared.SendPublicMessage(client, message.author, message.channel, dialog("checkin", checkinAmount));
shared.AddXP(client, message.author, 1); //1XP
} else {
shared.SendPublicMessage(client, message.channel, dialog("checkinLocked", message.author.id, checkInResponse));
}
return true;
case "give": //TODO: fold this code into a function
let amount = Math.floor(args[0]);
//not enough
if (amount <= 0) {
shared.SendPublicMessage(client, message.channel, dialog("giveNotAboveZero", message.author.id));
return true;
}
//didn't mention anyone
if (message.mentions.members.size == 0) {
shared.SendPublicMessage(client, message.channel, dialog("giveInvalidUser", message.author.id));
return true;
}
let targetMember = message.mentions.members.first();
//can't give to yourself
if (targetMember.id === message.author.id) {
shared.SendPublicMessage(client, message.channel, dialog("giveInvalidUserSelf", message.author.id));
return true;
}
let accountBalance = dataRequest.loadServerData("account",message.author.id);
//not enough money in account
if (accountBalance < amount) {
shared.SendPublicMessage(client, message.channel, dialog("giveNotEnoughInAccount", message.author.id));
return true;
}
//try to send the money
if (dataRequest.sendServerData("transfer", targetMember.id, message.author.id, amount) != "success") {
shared.SendPublicMessage(client, message.channel, dialog("giveFailed", message.author.id));
return true;
}
//print the success message
shared.SendPublicMessage(client, message.author, message.channel, dialog("giveSuccessful", targetMember.id, amount));
return true;
case "stats": //TODO: fold this code into a function
// Sees if the user is supposed to level up
let levelUp = shared.LevelUp(client, message.member); //TODO: process automatically
// Grabs all parameters from server
//TODO: improve this once the server-side has been updated
let attacker = String(dataRequest.loadServerData("userStats",message.author.id)).split(",");
if (attacker[0] == "failure") {
shared.SendPublicMessage(client, message.author, message.channel, "The server returned an error.");
return true;
}
let attackerStrength = parseFloat(attacker[1]); //TODO: constants representing the player structure instead of [0]
let attackerSpeed = parseFloat(attacker[2]);
let attackerStamina = parseFloat(attacker[3]);
let attackerHealth = parseFloat(attacker[4]);
let attackerMaxStamina = parseFloat(attacker[5]);
let attackerMaxHealth = parseFloat(attacker[6]);
let attackerWallet = parseFloat(attacker[7]);
let attackerXP = parseFloat(attacker[8]);
let attackerLVL = Math.floor(parseFloat(attacker[9]));
let attackerLvlPercent = parseFloat(attacker[10]);
let attackerStatPoints = parseFloat(attacker[11]);
// Forms stats into a string
var levelText = `:level: **${attackerLVL}**`; //NOTE: I don't like backticks
var levelProgress = `(${attackerLvlPercent}%)`;
var crystalText = `:crystals: **${attackerWallet}**`;
var cannisterText = `:cannister: **${attackerStatPoints}**`;
var userStats = "```" + `STR: ${attackerStrength} | SPD: ${attackerSpeed} | STAM: ${attackerStamina}/${attackerMaxStamina} | HP: ${attackerHealth}/${attackerMaxHealth}` + "```";
// Says level is maxed out if it is LVL 30+
if (attackerLVL >= process.env.RANK_3_THRESHOLD) {
levelProgress = "(MAX)";
}
// Creates embed & sends it
const embed = new Discord.RichEmbed()
.setAuthor(`${message.member.displayName}`, message.author.avatarURL)
.setColor(message.member.displayColor)
.setDescription(`${levelText} ${levelProgress} | ${crystalText} | ${cannisterText}`)
.addField("Stats", userStats)
.setFooter("Commands: !help | !lore | !checkin | !give");
message.channel.send(embed);
//handle levelling up
if (levelUp === "levelUp" || levelUp === "RankUp") {
if (attackerLVL >= process.env.RANK_3_THRESHOLD) {
shared.SendPublicMessage(client, message.author, message.channel, dialog("levelUpCap", dialog("levelUpCapRemark"), attackerLVL));
} else {
shared.SendPublicMessage(client, message.author, message.channel, dialog("LevelUp", dialog("levelUpRemark"), attackerLVL, attackerStatPoints));
}
}
return true;
}
//didn't process it
return false;
}
//tailor this for each faction leader
function processFactionChangeAttempt(client, message, factionRole, factionShorthand) {
shared.ChangeFaction(client, factionRole, message.channel, message.member)
.then(result => {
switch (result) {
case "alreadyJoined":
shared.SendPublicMessage(client, message.channel, dialog("alreadyJoined" + factionShorthand, message.author.id));
break;
case "hasConvertedToday":
shared.SendPublicMessage(client, message.channel, dialog("conversionLocked", message.author.id));
break;
case "createdUser":
shared.SendPublicMessage(client, message.author, message.channel, dialog("newUserPublicMessage", shared.GetFactionName(factionRole), "TODO: factionChannel"));
shared.SendPrivateMessage(client, message.author, dialog("newUserPrivateMessage", dialog("newUserPrivateMessageRemark" + factionShorthand)));
break;
case "joined":
shared.SendPublicMessage(client, message.author, message.channel, dialog("join" + factionShorthand));
break;
default:
//DEBUGGING
console.log("processFactionChangeAttempt failed:" + result);
}
})
.catch(console.error);
return true;
}